Brightman: A Digital Platform for Enhancing Creative and Logical Skills
Journal
Lecture Notes in Computer Science
Learning and Collaboration Technologies
Date Issued
2026
Author(s)
Jadán-Guerrero, Marco
Viera-Estupiñan, Martha
Guerrero-Garcés, Aida
Type
Book chapter
Abstract
In Ecuador, traditional education remains largely based on rote memorization, limiting the development of critical and creative thinking skills. International assessments such as PISA-D show that while students can perform mechanical tasks, they struggle with real-world problem-solving and abstract reasoning. To address this gap, Brightman was developed as a digital platform aimed at strengthening logical and creative thinking in children and adolescents through gamified learning experiences. Brightman offers an inclusive and scalable alternative that shifts learning from repetition toward cognitive agility, strategic reasoning, and creative expression. Its development followed a mixed-method approach integrating pedagogical theory, user-centered interaction design, and data-driven performance analytics. The platform was implemented nationally during the First Marathon of Brilliant Minds, reaching over 1,500 students, with 134 participating in competitive tournaments and 34 advancing to final stages. System-generated metrics—including accuracy, response time, and progression rates—demonstrated measurable improvements in problem-solving performance, student motivation, and self-perceived creativity. Despite challenges in introducing digital innovation within rigid educational systems, Brightman provides insights for policymakers and educators seeking more adaptive, learner-centered models. Beyond a digital tool, it represents a movement to reclaim creativity as a teachable and essential 21st-century skill. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
